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It's a fact that many Pokemon in today's metagame suffer from a bad typing. Pokemon such as Moltres and Yanmega are perpetually hampered by their crippling Stealth Rock weakness. Wouldn't it be great if they could rid themselves of this burden and blossom with a fresh typing? Well, now you can, with Camomons! Each and every Pokemon become the types of the first two moves in their moveslots! Undershadowed Pokemon can now experience a new life in this OM. Even popular Pokemon can transform to fit and match the player's desires. Anything is possible!

RulesMechanic: Pokemon change their type to match the types of their first two moves in their moveslots. For instance, a Lucario with Swords Dance, Close Combat, Crunch and Bullet Punch will become a Normal / Fighting-type. Hidden Power, Mimic, and other such moves are considered Normal-type moves and will change Pokemon to said type if it is in the first half of the Pokemon's moveslots. Pokemon with multiple moves of the same type in their first two slots will have only one type. For instance, a Lucario with Close Combat, Vacuum Wave, Nasty Plot and Swords Dance will be a mono Fighting-type. Types are revealed to the player instantly upon being sent out.
Clauses: Standard OU Clauses.Bans: Kartana, Kyurem-B, Shedinja.Unbans: None.

Strategy
Pokemon with access to moves with desirable types are favored in this meta. Steel, Ghost and Fairy are all incredible defensive types and as such many Pokemon will seek to transform into those types. Powerful offensive Pokemon that primarily rely on one offensive STAB (such as Mega Charizard Y, Tapu Bulu and Mega Pinsir) often can be seen transforming into types that grant them STAB on their coverage move. For instance, Mega Charizard Y can change into a Fire- and Grass-type to gain STAB on Solar Beam and to take less damage from Stealth Rock. Below are a few examples of some potential sets:

Heatran's trapping set with Flash Cannon. Grass / Steel brings with it many resistances, notably to Water, Dragon and Fairy, but on top of that Heatran keeps Flash Fire to be able to not fear Fire-type moves. Very good at trapping and 1v1'ing defensive and offensive Pokemon that cannot scratch Heatran, such as certain Fairy- and Steel-type attackers. The downsides, though, is you sacrifice another status move like Stealth Rock or Toxic for the necessary STAB attacks.

Ordinarily Mawile doesn't use Iron Head so replacing its Steel-type (although it gives Mawile a great defensive typing) with the Dark-type is a popular choice. This new typing gives it STAB priority in Sucker Punch, allowing it to have an even more oppressive offensive presence than it already has. The rest of the set is kept the same. Fire Fang makes for good coverage against Steel-types and Thunder Punch hits Steel / Flying and Water / Steel types hard.

Zekrom's typing with the weaknesses of a Dragon-type, thanks to Levitate. Thunderbolt, with STAB, hits hard, pairing with Dragon better than Psychic does, as Latios' old typing is walled by the ever-so-common Fairy / Steel typing.

Q&AQ: Does undergoing a transformation that causes a type change interfere with the Pokemon's original type? (E.G. Does Gyarados become a Dark-type after Mega Evolution?)A: No. Changing a Pokemon's form, be it through Mega Evolution or any other method, will not result in a type change.

ResourcesPlayability: It is playable both on the DragonHeaven and ROM servers!Ban History: [Mar. 28, 2017] Shedinja was banned.
[Jan. 31, 2018] Kartana & Kyurem-B were banned.

Starting with medicham, it's probably as good a wallbreaker as they come, with a decent fighting/electric typing ( tho I think fighting/ice is equally viable, but I like having something to hit steel/ghosts). So the only thing different here is the PuP , which just allows it to clear off most defensive walls like after a round of toxic spikes damage, while you can opt for a coverage or toxic, but pup just gives that extra oomph.

Coming to the defensive core, we have Buzz(bug/steel), spdef toxapex(water/poison) which lays down toxic spikes and like always does what toxapex does and another mon which i have been using a ton is spdef volcanion which with its set of immunities can be actually really hard to take down. I decided to forgo rocks for this team because like laying them and then giving 6% back to the opponent was kind of counter productive.

Next up I wanted another breaker which improved my match-up against stall as well as whittled down randoms walls for medicham to finish. Also grassy terrain is super helpful for a team as without it, I'd be conderably ground weak.

At last vastly improving my match-up against offensive teams is choice scarf victini. Irrespective of it being Camo, Fire/Psychic is chosen typing for mons like lele or psychic spam in general.

The original mon this team was built around. V-create absolutely demolishes most walls, even the likes of Cresselia are 2HKO'd. Bolt Strike also hits surprisingly hard, and the typing given here actually provides a brilliant combo, as it can check the majority of Porygon-Z running around (pretty much all are Elec/Ice). The only real problem this Pokemon has is with Dragon-types, which I have Trick to cripple or U-turn to pivot out of. Water/Grounds like Gyarados-Mega are also problematic, which brings me on to my next Pokemon...

Koko synergizes brilliantly with Victini, keeping the Dragons that threaten it at bay and forming a VoltTurn core at the same time. It even has Grass Knot for other Ground-types like Haxorus, Gyarados-Mega, and Zygarde, Pokemon that would otherwise happily switch into Koko and force it out. Other than that, set is pretty much standard OU material.

I really find Toxapex to be brilliant in this metagame, even using its original typing. The amount of Pokemon it can pivot into and set TSpikes, especially in a Magic Bounce lacking metagame is astounding, and this is why it is my only special wall on the team. Despite never seeing a single Ash-Gren in Camo so far, Toxapex is one of the few pivots which can actually deal with it reliably.

Jirachi was chosen over Magearna due to the need for a dedicated MMawile check, and the fact that I can compile both Stealth Rock and Healing Wish on BO is brilliant, especially in tough matchups. One Pokemon in particular really annoys this team, and that is Volcanion - having Healing Wish alongside Zygarde + Mew is good enough, in my opinion.

I find Grass/Water Mew to be incredibly splashable due to its ability to check the majority of Ground-types in the metagame, and because of that, it is also one of the most reliable Defoggers in the metagame. This especially helps Victini considering it is my only real source of stallbreaking power.

And last off, probably my Magearna of this metagame - Zygarde. Its CB set is just so good for revenge killing, because it forces out so much already because of its extremely good coverage. Facade was chosen over Toxic incase Zygarde gets poisoned from reflected TSpikes - this helps to punish Magic Bouncers which might prove problematic for the hazard stacking nature of this team.

Description:
Similar thought process with the last team, except this one has Tapu Lele to wallbreak practically everything and every other mon switched around as well. Mawile-Mega with Fairy/Dark is extremely strong with two stupidly good STAB options in Sucker Punch and Play Rough, and the other two slots are basically filler and can be whatever you edit this team to become. I found Ice Punch and SD to be great for punching through things, but that's my two cents. Buzzwole sits there and can take most standard hits without any problem bar ones such as Grass/Fire Charizard-Y's SolarBeam and +2 Grass/Fire Volcarona's Giga Drain. It also walls Tapu Koko with Electric/Grass or Electric/Flying and can take several hits from Steel/Dragon or Electric/Dragon Kyurem-Black before falling. Zygarde is also really good with STAB ExtremeSpeed, giving it an actual second STAB that it uses. Dragon Dance + Glare is there to set up or to slow down opposing teams should Zygarde get low and become unable to break through a team (ex. Clefable with Fire/Grass and Unaware). Tapu Lele makes practically everything eat shit that isn't a Dark type, with proof below (I don't feel like explaining past that ^^;). Volcarona is the same as the other team, but for sake of completion, its a hard wall to a bunch of things and can take hits from things such as Electric/Dragon Kyurem-Black's Fusion Bolt without dying instantly (which is cool). Ferrothorn exists to take hits and set up layers of spikes for Volcarona and Lele to break through things easier, and Dark/Poison is a really good typing for it that doesn't make it 4x weak to a very common offensive type.

Description:
A balance team with the dual regen core of Grass/Water Slowbro - which handles a lot of the prevalent ground attackers in the current meta, such as water/ground Haxorus, Zygarde, etc. - and Fairy/Steel Reuniclus. The Reuniclus idea formed from the common AAA set RegenVest Magearna, but with less attacking options. Water/Poison Mega-Latias rounds out the defensive core, adding a fighting resist, defogger, and amazing utility. This mon/set is incredible and if Camomons wasn't so fluid, I'd be comfortable calling it S Tier. Scarf Lando with rocks is just nice to have, another fighting resist, some speed, and strong momentum. Finally the breakers. DD Z-Outrage Dragon/Rock Tyranitar is an absolute menace. Incredible typing, insanely powerful, and fun as hell to use. Flame Orb Hera on the other hand doesn't need set up, and is tied with Reuniclus as my favourite set on the team. STAB Guts Facade is downright disgusting.

Description:
Bulky Balance. Chansey is pretty gross in general, I hate to use it tbh, but the idea of the team is to live long enough for Mew to sweep. Psychic/Ground/Poison coverage is insanely hard to wall, only Poison/Dark Levitate Mons like Hydreigon or Cryagonal are living. It hits insanely hard, and with MewiniumZ, it can shatter both Stall builds and Revenge killers that rely on Espeed. Cresselia/Chansey/Mega-Latias make the core, with some nice bulk from Jirachi and Tyranitar. Healing wish support from Rachi is really nice for Mew, and can supplement a second sweep.

Description:
Sticky Webs Offense that showcases how insane Porygon-Z is tbh. The rest of the team is terrifying too, but man, PorygonZ is something else. It's pretty straightforward to use. Ghost Magearna to stop rapid spins and set up. DD Mega-Tyranitar to obliterate things and take some hits. And then double scarfer duo Diggersby and Lele. Lele so priority doesn't get out of hand, and Foul play Scarf Diggersby to do what Scarf Yveltal with Foul play does, in a way. With Huge Power, Foul play will, strangely enough, calculate it's damage based on your opponents attack Multiplied by 2.

(This little cucumber is brilliant for stopping set up sweepers. And soak allows it to not only remove stab to easier wall opponents, but also spread toxic to the many steel and poison types around in this meta. Curse is there for the ghost typing, which is very useful on many occasions. I haven't tested pure normal yet, maybe it would be better. Water type might actually be useful you know, I often get flinched down to a slightly worrying point by iron head and waterfall ffrom things like dragonite and kyurem-b. The only problem I have is when a mold breaker set up sweeper comes along. I end up having to play around sacking mons.)

(This set hasn't been as effective as I hoped, there just doesn't seem the opportunities to set up in such a strong meta. Supersonic skystrike was there to enable it to break heatran and opposing fire types.)

(This mew is extremely effective when used right. The EV spread isn't very specific. A bit of speed, enough for adamant tapu bulu, idk why, could be adjusted for certain things. It was very specially defensive to begin with but I moved some over to the physical side so it takes fewer boosts for the sub to not be broken by the physical attackers that are being set up on. I run acrobatics over drain punch to avoid being walled by ghost types. I use softboiled over roost to keep the useful resistances of the flying typing while healing. If you wanted to used drain punch, roost can be used over softboiled for the flying typing. Substitute has been important for avoiding status very often. Though I suppose I could change it up for defog. I've swept quite a few teams with this set.)

(This is purely here because I got blown away by a bolt beam porygon-z. It serves as a nice check to many bug, dark, steel and ice types too. This typing serves to cover quite a few of the teams weaknesses. I'm open to recommendations for this slot though.)

(I did initially have a Dhelmise in this spot to provide rapid spin support but i quickly experienced a fire weakness in the team. Taunt on heatran helps against hazard setters but I think I would struggle against a hazard stacking team. The trouble is how to integrate hazard removal into the team.)

(This umbreon has been very effective for me. The spread is once again, not carefully planned, but purely me moving from a fully spdef spread to a mixed one to better take on more threats. It acts as a brilliant cleric for the team. Moonlight is there over wish because most of the team can heal themselves and the instant healing is more valuable. The poison typing is invaluable for the resistances provided and immunity to toxic, as well as that cheeky 100% accurate toxic. The dark typing gives the team a psychic immunity as well as the stab foul play that does heavy damage to physical attackers. I have considered moving moonlight for a fairy typing, but the team would be far too weak to psychic types. As for the inner focus ability... I got fliiinched :0)

Description:
- Rock/Dark Lycanroc-Dusk: Suicide lead. Tbh its the least important member in my team. You can replace it with anything fast with sr and taunt. I choose Lycanroc cause it has priority. Tough claws boosted stab sucker punch actually hurts.

- Steel/Dragon Kommo-o: I find that this mon have a lot more opportunities to set up in this meta because there are few fairies. I run a full special set cause I don't want to reduce its above average bulk. Steel to discourage fairy switch ins. Flamethrower to hit steels. Taunt is just filler Steel/dragon/fire is decent enough. Bulletproof make it immune to focus blast and shadow ball. Guess what mon that is.

- Normal/Fire Dragonite: The star of this team, set up and revenge in one slot. Ppl know how scary zygarde is, so they use bulky grass to check those Normal/Ground lizards. However, not many people prepare for this typing combination. Weakness policy is so good on this mon. I usually set up this thing against water and ground types (not megados and haxorus tho, moldy ignore multiscale). At +3 its nearly unstoppable. EQ to round up coverage. Another mon I usually sweep with. Burn immunity is nice.

- Grass/Ghost Chandelure: Sub CM chandelure, but Grass/Ghost. This type combination with flash fire give it 4 resists and 3 immunities. Especially zygarde. The EV spread give it some bulk while speed creep timid magearna. I've baited so many fire moves with this mon and set up free subs.

- Ice/Electric Latios: My defogger and secondary revenge killer. If I see a suicide lead in my opponent side, lead with this mon and click trick, then defog. Stab Bolt beam give it enough coverage, and scarf ice beam is the most "broken" strategy ever. I seldom use this mon tho.

Description:
So, this team is mainly based around (Fire/Electric) Azelf, (Water/Ground) Haxorus and (Grass/Fighting) Kartana since they form FWG and each of them perform different roles (Azelf as lead/Special Attacker, Haxorus as sweeper or Levitate breaker and Kartana as a revenge killer). Azelf can be your Suicide lead or Special Attacker, but mostly I use it as a lead to set Stealth Rock. Haxorus is there to break Levitators like Cresselia. Kartana is there to revenge kill as well as provide options to kill those Water/Ground mons, which are common.

(Fairy/Dark) Mawile is there basically to provide wallbreaking support, or else this team kinda struggles vs Stall. Yeah, Haxorus CAN wallbreak (and it's really good at it) but it can't really cover everything so I added Mega Mawile. It also helps revenge killing with STAB Sucker Punches.

(Electric/Fairy) Cresselia is there for basically blanket check a ton of things in this meta and to generally cripple opposing mons with Thunder Wave. (Steel/Flying) Kyurem-Black is there as a Steel type, basically to add an additional blanket check that Cresselia can't deal with, such as Mold breaker Earthquake users and generally Poison types.

Threats to watch out for:
(Normal/Ground) Zygarde: This thing is the biggest pain in the ass for this team, solely because it's bulky and it hits pretty much everything due to Thousand Arrows reking both my Cresselia AND Kyurem-Black. Your best bet to deal with this is, do NOT let it set up Coil too much and keep Kartana healthy to be able to at least take a +1 STAB Extremespeed (it SHOULD be able to take one) and revenge kill it with Sacred Sword (it ignores stat changes so +1 defense doesn't matter).

(Fire/Grass) Volcarona: Not so much threatening as Zygarde because this thing basically can't take a Physical hit and most of the mons in this team is a Physical attacker, but this thing is a big threat to my team since it's really easy to set up QD and it deals with most of my teams. To deal with this, either revenge it with Kartana or Mega Mawile, or have Cresselia Thunder Wave it to lower it's Speed and revenge it with Poison Jab from Haxorus.

Description:
The basic concept is get every wallbreaker in whenever possible, with sashspam as the strategy for destroying other offense, and then getting in Volcarona and having any toxic users removed so it can just hard sweep through teams. Ice/Fighting Pheromosa is the best offensive type that it can have, and gives it the widest coverage range with two STAB options of any mon. It runs Focus Blast but you can change it to High Jump Kick, but I run Focus Blast for the reason that I wanted to dump my EVs fully into Special Attack as its coverage moves are... coverage moves and utility. Hoopa comes in either versus stall or once Tornadus sets up a tailwind and wrecks house for a short while, and goes Poison/Dark with good coverage moves since its a strong typing offensively and defensively as well as 2 of its strongest physical STABs coming from that. Tornadus solely exists for tailwind, but flying/fighting is a cool typing. Volcarona is the wincon, and can set up on a majority of things (surprise) and with grass/fire isn't 4x weak to Rocks anymore. Metagross is the wallbreaker, and you can shift around Earthquake for other options like Thunder Punch or Hammer Arm should you please. Alakazam is Ghost/Fighting for unresisted coverage besides Normal/Ghost (admittedly a popular type combination for stall and bulky offense mons), but with Hoopa threatening those you shouldn't have too many issues.

Description:
This is HO, so as usual the objective is to keep up offensive pressure and overwhelm the opposing team, which is pretty easy to do with such powerful pokémon. Though all members are mostly used for their offensive prowess, the team also relies on their defensive typings to pivot around and check stuff: the team has immunities to Ghost, Normal, Fighting, Ground and Electric, and for example Dragonite has multiple useful resistances.

Azelf is the usual lead. It gets rocks up pretty reliably and is very threatening with STAB Knock Off and Explosion.
Zygarde is pretty amazing. With Choice Band, it is very hard to switch into Thousand Arrows (especially because Grass and Bug types are so rare), and Extreme Speed is powerful priority, which helps a lot against opposing offense. You'll never click any other move.
Mega Mawile has insane power, good coverage in just Dark and Fairy, and STAB Sucker Punch threatens most things faster than it. The speed EV's allow it to outspeed base 60's, but are mostly for creeping opposing Mawile.
Porygon Z is yet another pokemon that functions as a wallbreaker. Ghost/Electric has very good offensive coverage, and Ice Beam lures opposing Zygarde and other grounds. Ghostium Z and Nasty Plot allow it to break through pretty much anything. I wouldn't say this set is as viable as the others on the team, but the main reason it's here is defensive synergy: it's typing provides key resistances to Flying, Electric, Steel, and Normal and Fighting immunities.
Scarf Pheromosa is a great late game cleaner. It outspeeds even most things with a speed boost. The set is focused on Sp. Attack because Ice Beam is the main move. Ice is great offensively and Fighting pairs really well with it. The biggest problem is that Phero is very weak to priority.
Steel/Flying Dragonite can be both a bulky sweeper and a pivot, thanks to its amazing typing and ability. It sets up really easily and is often easy to remove its checks.

Description:
This is HO, so as usual the objective is to keep up offensive pressure and overwhelm the opposing team, which is pretty easy to do with such powerful pokémon. Though all members are mostly used for their offensive prowess, the team also relies on their defensive typings to pivot around and check stuff: the team has immunities to Ghost, Normal, Fighting, Ground and Electric, and for example Dragonite has multiple useful resistances.

Azelf is the usual lead. It gets rocks up pretty reliably and is very threatening with STAB Knock Off and Explosion.
Zygarde is pretty amazing. With Choice Band, it is very hard to switch into Thousand Arrows (especially because Grass and Bug types are so rare), and Extreme Speed is powerful priority, which helps a lot against opposing offense. You'll never click any other move.
Mega Mawile has insane power, good coverage in just Dark and Fairy, and STAB Sucker Punch threatens most things faster than it. The speed EV's allow it to outspeed base 60's, but are mostly for creeping opposing Mawile.
Porygon Z is yet another pokemon that functions as a wallbreaker. Ghost/Electric has very good offensive coverage, and Ice Beam lures opposing Zygarde and other grounds. Ghostium Z and Nasty Plot allow it to break through pretty much anything. I wouldn't say this set is as viable as the others on the team, but the main reason it's here is defensive synergy: it's typing provides key resistances to Flying, Electric, Steel, and Normal and Fighting immunities.
Scarf Pheromosa is a great late game cleaner. It outspeeds even most things with a speed boost. The set is focused on Sp. Attack because Ice Beam is the main move. Ice is great offensively and Fighting pairs really well with it. The biggest problem is that Phero is very weak to priority.
Steel/Flying Dragonite can be both a bulky sweeper and a pivot, thanks to its amazing typing and ability. It sets up really easily and is often easy to remove its checks.

Well, shedinja can get the infamous Dark/Ghost tying to be only weak to fairies. When holding a Lum berry with a defogger for rocks/spikes, this thing could set up Hone Claws and sneak it's way to victory. Very nice idea for a meta!

I'll edit this later to throw down some potential sets once I find some good ones

Well, shedinja can get the infamous Dark/Ghost tying to be only weak to fairies. When holding a Lum berry with a defogger for rocks/spikes, this thing could set up Hone Claws and sneak it's way to victory. Very nice idea for a meta!

I'll edit this later to throw down some potential sets once I find some good ones

Last gen I believe the infamous chanslugg (chansey / Avalugg) from inverse was quite good as Avalugg gets Gyro Ball or some steel move like that, and Chansey naturally has a huge movepool so they'd be a stellar defensive core

EV's are to outspeed 252 Neutral nature Kartana after a Dragon Dance, other than that, pretty typical set. Ice punch is to fight ground types, but you can replace it with Fire punch if you want to counter Steel, which walls this pretty hard. Also, watch out for kartana Sacred Swords

I think Psychic/Fairy typing might be the best combination for this guy, even though it lacks Focus Blast. Special Moxie makes up for the loss in power for using Psyshock over Psychic and for running STAB Dazzling Gleam over something else.

Ultra Beasts
They'll all appreciate better stabs. Dual stab xurkitree? Sure. Phermosa will be absurd. Ice/fighting for special sets. Normal/fighting for physical. Buzzwole can be tailored to wall whatever you want.

It's immune to every damaging attack except Thousand Arrows (unless your opponent has a Smeargle with Sunsteel Strike or Moongeist Beam), and immune to poisoning, leaving it with very few things that can kill it (Sandstorm, Hail, Leech Seed, Will-O-Wisp, Stealth Rock, Corrosion+Toxic are the only ones I can think of at the moment).
You could also replace Hone Claws with Night Slash/Sucker Punch and replace Baton Pass with Swords Dance or a coverage move, but then you have to worry about Rough Skin/Iron Barbs/Rocky Helmet/Spiky Shield (Secret Power is, unfortunately, Shedinja's only non-contact physical attack).

This thing again. Dark Death Diggersby will be a threat in pretty much any meta it is obtainable because Huge Power + STAB Foul Play = Nightmares for the opposing team. Slap a Scarf on to hit a nice looking speed tier and Dark Death Diggersby becomes one of the most potent revenge killers there is.

Anyway. Gunk Shot in the second slot nails Fairies and provides that neat Dark/Poison typing for only 1 weakness. Superpower kills Dark types. And then you can use whatever you want in the last slot, though I'd opt towards U-Turn or Knock Off. Be cautious of opposing Scarfers and Speed Boosters.

Obviously shedinja is immune to every type with this set. Be careful that Night Slash is a contact move, so scout for Rocky Helmets, but despite that risk (and of Iron Barbs/Rough Skin, of course), Night Slash should be better because with STAB and max Attack Shedinja isn't completely passive. The rest of the team is typical rage-inducing stall geared at keeping Shedinja alive. Use Baton Pass and double swithces very liberally to scout for status moves and such. Until Shedinja is banned, it will probably be so centralizing that random mons will run things just to lure it.

The obvious mega choice for a team like this. Wanted to keep Sableye as Dark/Ghost because it's such a good typing. Would rather have only one weakness than have several resistances. EVs are pretty customizable but mixed bulk is probably best. Confuse Ray is probably better than a random damaging move since Sableye won't be doing much damage, and forcing switches is really nice, even with the reduced confusion chance.

...and yet again figured that the regular typing is the best here. Steel Flying is amazing and a natural ground immunity is very appreciated. Could use Helmet or Lefties. Defog is absolutely mandatory for Shedinja.

But wait, there's more regular typings. Really wanted Unaware on this team. Didn't want to add an additional typing because I wanted clef to still be a fighting resist without adding more weaknesses. Phys def because Chansey pretty much walls everything anyway. This skarm and Chansey are hard to break through if clef and skarm are both phys def. Protect could be replaced with like Flamethrower or Heal Bell or something but Moonlight kinda sucks so having Protect is safe.

As we all know Duggy is nice on stall to take out a bunch of breakers, and STAB sucker is really nice. Of course you have no idea who you're going to be able to trap but there's bound to be at least one thing per team you can trap. Pursuit could be here too so you can trap ghosts trying to switch out.

really though shedinja is dumb and the meta would probably improve overall with it gone

Also, question about Ate abilities. In Showdown they change the moves to reflect new typing and BP, but would that carry over to giving a new type? For example, Close Combat / Return Pinsir would be Fighting/Normal before Mega Evolution, but because of how Showdown is coded it changes the type of the Normal-type move to its new typing in the battle screen, and I want to know if that will be reflected in Pinsir's typing.

Mercy Main Btw

Also, question about Ate abilities. In Showdown they change the moves to reflect new typing and BP, but would that carry over to giving a new type? For example, Close Combat / Return Pinsir would be Fighting/Normal before Mega Evolution, but because of how Showdown is coded it changes the type of the Normal-type move to its new typing in the battle screen, and I want to know if that will be reflected in Pinsir's typing.

Q&A
Q: Will Mega Evolving a Gyarados / forme change a Meloetta / etc. change its secondary type to Dark / Fighting / etc.?
A: No. Changing a Pokemon's form, be it through Mega Evolution or any other method, will not result in a type change